Ideas:
- Can either kill or capture the bounties.
- Capturing would involve "command humanoid" or some "get their health below X" mechanic.
- Capturing would place the NPC in the KW jail upon cell change and give fame/a bit more gold?

4 sounds good! Some of them can be more extensive than others. There might even be bounties for criminals hiding somewhere in the city.

Capturing through command humanoid or low health sounds good. I assume some of them really wouldn't want to be caught alive, so only Command Humanoid would work on them.

Suggestions:

- Hjalmar Bear-Eye and his gang. Wanted for numerous crimes including robbery, murder and horse-theft. Located in The Reach, Vorndgad Forest, Bjagherd Cave (Entrance at -102, 7, NE of Karthwasten) (actual directions should be vague-ish, i.e. "last seen around X"). 750 gold if you kill them all + 500 for bringing in Hjalmar alive.

- Dovica, male Reachman thief. Wanted (alive) for assaulting a Nord noble in the streets. Last seen in the Outskirts. Actual location: The Droopy Mare tavern, in the basement behind a locked door. Low level Thieves' Guild member, so should give some negative rep with the guild if you're a member and turn him in (probably expulsion). Should be able to intimidate him to go with you. Reward 300 gold for bringing him in, no reward if you kill him (but no bounty either).

- Mucouk gro-Lugos and Largnok gro-Dugum. Orc hunters. Wanted for poaching. Last seen in the southwestern part of the Vorndgad Forest. (Actual location -107,11) 250 for killing both of them, 750 for turning them in. Killing one and turning the other in will give you 450.

From Discord:
- The endgoal could possibly be 10-12 unique bounties total, but only 3-5 would be on the bounty board at a time.
- After a bounty is finished, its notice disappears and is eventually replaced by a new bounty notice.
- They can range in difficulty.
- The "ultimate" KW bounty could be Rakan, leader of the KW cell of the Sogat Dur-Gada. This would only appear after completing almost all of the other bounties AND finishing the last quest in the KW TG quest chain. At this point, Hadnar White-WInd would have more info on the KW cell thanks to the deal with Boss Kanah.

General mechanics:
- 4 bounties available at a time on the board (one from each "column"). When you finish a bounty, its notice is disabled and the notice of the bounty below it is enabled
- There's typically no relation between the bounties in one column, except for Najar (a Sogat Dur-Gada member) -> Rakan
- The NPCs for the first 4 bounties will be present in the world at the start of the game. If they're killed before the bounty is taken, then there's a one-time getdeadcount check in Hadnar White-Wind's script to set a local var for the appropriate dialogue to finish the quest
- All of the other NPCs (except for Rakan) are disabled via local scripts until the bounty is taken